Commit graph

124 commits

Author SHA1 Message Date
samoht-2401
9e6e198794 Get things running / New 1.6 ressource directory
Modified some little things in order to be able to compile.
The new ressource organization is added too.
2013-07-17 18:54:04 +02:00
CovertJaguar
96ac7f6bf4 Rename pipes appropriately 2013-07-12 16:44:54 -07:00
CovertJaguar
55c4abac12 Merge branch 'master' into power 2013-07-02 06:50:45 -07:00
SandGrainOne
370c33ee70 Adding FilteredBuffer 2013-06-29 19:03:36 +02:00
CovertJaguar
b25b08c827 Engine rewrite
Killed Engine class, merged into TileEngine and subclasses.
Converted to Forge rotation API.
Split heat from stored energy and set proper temp bounds.
Rewrote IronEngineCoolant API, changed to degree based temp reductions
(its 0.0025 times the previous values). Added support for solid coolants
(they have to melt into a liquid coolant, like Ice to Water).
There is a commented out alternative implementation for constant power
output instead of pulsed.
2013-06-29 01:33:21 -07:00
SirSengir
01c4767727 Merge branch 'master' of github.com:BuildCraft/BuildCraft 2013-06-27 17:36:04 +02:00
SirSengir
3601df84df Changes for 3.7.1 build. 2013-06-27 17:35:40 +02:00
CovertJaguar
c50847c196 Added two new Power Pipe Triggers
Requests Energy: Activated when the pipe has an active power request.
Use to allow your network to respond to demand dynamically.

Energy Overloaded: Activated when the pipe turns red, in case anyone
wants to know when that happens.
2013-06-24 18:13:54 -07:00
SirSengir
f85015a61c Changes for 3.7.0 build. 2013-06-21 13:55:25 +02:00
CovertJaguar
7a320cbba0 Added progress bar to ACT 2013-06-13 15:09:55 -07:00
CovertJaguar
69736013e6 Minor rework of ACT (Laser)
Split inventory into input/output sections.

Added support for retrieving ingredients from neighboring inventories.
Yes, this means crafting chains are possible.

Various other minor tweaks to when it requests power, how it decides it
has everything it needs to craft, etc...
2013-06-12 21:39:55 -07:00
CovertJaguar
ad2ead2e89 Added Quartz Pipes
Item and Power.

Item Pipe won't connect to Stone or Cobblestone and has half the
friction of Stone.

Power Pipe takes the place of Gold (64 MJ/t) and bumps Gold and Diamond
up to 256 MJ/t and 1024 MJ/t respectively. Expanding the upper tier
power distribution capacity.

Various textures adjusted to keep pipes distinct.
2013-06-12 19:26:46 -07:00
SirSengir
400cde7d78 Made TileAssemblyTable aware of OreDictionary. 2013-06-12 19:40:52 +02:00
CovertJaguar
5760844dae Added Horizon Filler Pattern
This pattern is basically the old Flatten pattern that would clear all
the way to the sky.

Recipe
GGG
GGG
BBB

Flatten got a matching recipe:
GGG
BBB
BBB
2013-06-12 06:43:15 -07:00
CovertJaguar
379acd1b58 Clean up pipe textures a bit 2013-06-12 06:13:48 -07:00
CovertJaguar
8f7292ec06 Power Pipe rework
Explosions are gone, loss over distance is gone.

Added two new Power pipes, Cobble and Diamond.

All pipes have much smaller max throughput:
Cobble = 8 MJ/t
Stone = 16 MJ/t
Gold = 64 MJ/t
Diamond = 256 MJ/t

The power display will turn red if a pipe has hit its max capacity. You
can use smaller pipes to throttle certain parts of your power net.

Machines are more lossy now to make up for the lossless pipes. Expect
low power draws even when idle.

Also added on/off Gate action support to lasers and ACTs.
2013-06-12 02:35:15 -07:00
SirSengir
e22bc0b381 Changes for 3.6.0 build. 2013-05-30 15:21:43 +02:00
CovertJaguar
2451b6925f Complete reimagining of the ACT
Renamed "Auto Workbench" to reduce confusion with the "Advanced Crafting
Table".

Once again I barrowed liberally from Railcraft. This time from the
Rolling Machine. You will recognize the new GUI.

Auto Workbenches are 100% compatible with vanilla Hoppers, or whatever
you want to use to interface with it. It no longer implements
ISpecialInventory at all. Even RP2 would work with it now.

Implemented the same "Sample Output" vs "Real Output" design that the
Rolling Machine uses. If there are enough items to craft multiple times,
it will craft automatically. But if there are only enough items for one
craft job, you must click the sample output slot to start the process.
Separating the display from the output helps reduce the complexity of
the code by a large factor.

Banned all items that can't stack or that have containers from being
used in the Auto Workbench. Supporting these types of items is the major
reason the previous version was so buggy. The Advanced Crafting Table
does a much better job with that kind of thing, use it instead.

Crafting now has a time cost. It take 256 ticks to craft an item. Unlike
the Rolling Machine, it DOES NOT require power.

Removed ability to pull from adjacent inventories. Its laggy, complex,
and unnecessary now. If you need more capacity, use a Hopper or Chute.
2013-05-28 18:50:03 -07:00
CovertJaguar
0a18ae34ff Adjusted Shift code to support Phantom slots
Yes, this also was stolen from Railcraft. Its also much more robust than
the code BC was using.
2013-05-27 18:08:17 -07:00
CovertJaguar
ee16c288aa An attempt to create a chunk spanning gen algo
This is mostly just a proof of concept, Oil doesn't really need it.
2013-05-16 08:20:50 -07:00
CovertJaguar
0d392a1b6e Major Backport of Button code
I recently did a major overhaul of Railcraft's button code for some
upcoming features. Figured I backport it to Buildcraft as well.

Texture information was abstracted into an easily swapped object.
Multi-Buttons can now have different textures for each state.
Added tool tip support for all buttons (with mouse over delay!).
Added textures and states for a "Lock" Multi-Button.
Greatly reduced code duplication.
2013-05-15 04:17:26 -07:00
SirSengir
d0a7b7b304 Changes for 3.5.3 build. 2013-05-12 13:44:24 +02:00
SirSengir
722a3837bf 3.5.2 build changes. Removed SidedInventoryAdapter.java to cut down on helper classes. 2013-05-12 08:19:28 +02:00
Krapht
b1ed48da37 Added plug item and item renderer 2013-05-07 19:03:03 +02:00
SirSengir
27a7d1e3eb Changes for 3.5.1 build. 2013-05-03 16:42:41 +02:00
CovertJaguar
bd6024a53f More improvements to Oil Gen
Oil Lakes can no longer only spawn in sand. Added IMC calls for Lakes
and excluded Biomes.
"oil-lake-biome" and "oil-gen-exclude", both take the BiomeID as an
argument.

Increased specular highlights on Oil texture, you shouldn't have to jump
in the pool to tell the difference between lighting glitches and oil
anymore.

Oil Lakes now have 50% chance of being 2 blocks deep. Improved gen to
prevent floating trees, etc.

Oil Wells should no longer gen in mod added trees.
2013-05-02 04:19:33 -07:00
CovertJaguar
c61daa06a5 Added Oil Springs
Spawns an infinite Oil Spring at bedrock under 25% of large Oil Wells.
This Spring slowly produced more oil over time.

More balance testing needed, but I need to fix that damn Redstone Engine
bug first.
2013-05-01 13:31:18 -07:00
CovertJaguar
437a870ab0 Merge pull request #791 from viliml/master
Added default textures for the refinery and hopper
2013-04-29 12:03:13 -07:00
CovertJaguar
a54e4ec386 Renamed Hopper to Chute as discussed 2013-04-27 17:03:06 -07:00
Vilim Lendvaj
cd77d401a8 Forgot one 2013-04-27 12:19:20 +02:00
Vilim Lendvaj
84a7076b3a Added textures for the refinery and hopper 2013-04-27 11:06:33 +02:00
CovertJaguar
2a46bf1954 Added RC's button templates
Feel free to use/rewrite/delete as you see fit.
2013-04-21 14:06:37 -07:00
Vilim Lendvaj
58a197b201 Added default textures for engines 2013-04-21 12:35:53 +02:00
SirSengir
ffc11cc495 Changes for 3.5.0 build. 2013-04-13 19:01:56 +02:00
Christian
738d5ede52 Fix oil, fuel, quarry and pump 2013-03-29 22:55:53 -04:00
Krapht
d4a396e94a Fixed the hit effects and delete the old fuel png 2013-03-28 23:12:36 +01:00
Krapht
c4820303c6 Fixed the fuel texture 2013-03-28 22:48:18 +01:00
Krapht
dbc76521a2 Use the striped pipe as the breaked block texture, for now 2013-03-28 21:40:21 +01:00
Flow86
f355eec9a4 Merge pull request #684 from TarzanBuzzyMan/patch-3
Update oil to use 1.5 texturing
2013-03-28 02:00:55 -07:00
Krapht
07a69b4e87 Redid some textures that was dark/nontrasparent 2013-03-26 23:54:45 +01:00
Krapht
84754e1e79 lowercased texture name fixes #700 2013-03-26 23:06:16 +01:00
Krapht
d888cb7b8d Fixed tank rendering in inventory
partially fixed the BlockMarker
fixed the template item icons
fixed the oil bucket icon
Added texture for pipeWaterproofing and moved it to the BC tab
2013-03-22 23:00:02 +01:00
Krapht
eb6f7832b8 Update forge to 604
Revert Sengir's build.xml
Fix Icon registration in Core to use the Item atlas
2013-03-22 21:52:35 +01:00
Vilim Lendvaj
43227c6b3e Update to MC1.5.1
It's a 100% compiling, 100% working and 95% textured build for 1.5.1,
MCForge build .600
2013-03-22 19:46:33 +01:00
Krapht
c352bc53ad Fix ledger Icons 2013-03-21 00:24:41 +01:00
Tarzan
0f6b311ffa Updated to oil textures that Sparkst3r supplied 2013-03-18 21:34:34 +13:00
Tarzan
42a981e035 Oil textures 2013-03-18 12:05:25 +13:00
Krapht
c5ebbbdf48 Fixed Pipes, Gates, Wires and several items
Actions and Triggers remain
2013-03-16 00:47:08 +01:00
Christian
4ed51b5522 A bunch of fixups. The code *runs*, but there's a lot of gfx issues to fix up. 2013-03-12 15:43:39 -04:00
SirSengir
28754ac6da Fixed rename. 2013-03-10 17:38:16 +01:00